This video presentation from the 1999 Game Developers Conference explores the architecture of id Software's latest first-person shooter, Quake 3 Arena. Brian Hook discusses basic research into curved surface rendering, issues dealt with in deploying an OpenGL based game, the architecture of the back-end shading pipeline, the lighting model, and LOD algorithms for models and curved surfaces. Topics: Brian Hook, Quake 3
The Experimental Gameplay Session, which debuted games like Katamari, Damacy, flOw, Braid, Portal and Storyteller, is back for its 13th year at GDC! In this fast-paced, game-packed session we will showcase a selection of surprising and intriguing prototypes made by innovation-minded game developers from all over the world. By demonstrating games that defy conventions and traditions in search for of new genres and ideas, this session aims to ignite the imagination of all game makers. Come see... Topic: GDC
The GDC Microtalks returns with ten short talks about the philosophy, history and futures of the design, art and culture of games and play, all packed into a single hour. The concept is simple: each speaker gets 20 slides, each of which will be displayed for exactly 16 seconds before automatically advancing, giving the speaker exactly five minutes and 20 seconds to make their point. Join our nine amazing speakers along with curator and MC Richard Lemarchand, to receive a rapid-fire mind-blast... Topic: GDC
Ten indies take the stage to share what's on their mind in this ever-popular conclusion to the summit! Individual topics range as widely as the individuals themselves, but these microtalks are sure to provoke, inspire, and broaden your horizons. Topic: GDC
Collection of variant computer-generated Game Developers Conference logos, likely to be used to head sold materials and video assets related to the 1999 Game Developers Conference. Topics: GDC, GDC Extras, Logos
Game design for consoles is always a balance between features and limitations. There are many ways to try and take advantages of the hardware at hand, but ultimately the final battle versus these limitations that take place during the implementation of Levels, specifically NPC and Object placement and management. The lecture touches lightly on some of the Design Philosophies utilized during the development of the console Medal of Honor titles. The title "Four at a Time" refers to the... Topics: GDC, Medal of Honor, Medal of Honor: Underground, Chris Cross, 2004
This session explores ways to make characters more real, interesting, and fun for players. The goal is to expand the audience with characters that appeal to a broader set of gamers. With the increasing powers of today's graphics and AI, it's easy to create an elaborate and expensive, but somehow "flat" character. A cheaper and often more effective shortcut is to use a little psychology. The more developers know about how people "read" other people in real life interactions,... Topics: GDC, psychology, The Sims, Half-Life, Halo, Zelda: Windwaker, Katherine Isbister, 2004
Recent advances in graphics hardware and APIs are enabling game developers to use increasingly general reflectance models in their games. However, physics and computer graphics research has generated a large body of knowledge about material reflectance which has not yet been leveraged by game developers. This talk starts with the basic physics of reflectance, and continues to explain the deficiencies of the most commonly-used model (Blinn- Phong).The presentation covers various reflectance... Topics: GDC, reflectance, bump mapping, Daniel Baker, Naty Hoffman, 2004
This year will see the arrival of more new portable and home game systems, and outside attention remains predictably focused on technical specifications and processing muscle. This is not trivial; but also not newsworthy. After all, every new system is more powerful than its predecessor. Developers know what drives the video game business. It is our work. We are the creators, the innovators, the entertainers. We understand that people who imagine things, even more than the people who engineer... Topics: gdc, nintendo, Satoru Iwata, Nintendo DS, Nintendo Revolution, 2006, keynote
This lecture discusses the basics of team-based AI, drawing on the speakers' experience with games such as Tom Clancy's Rainbow Six and Shadow Watch. Speakers: Clark Gibson, John O'Brien Topics: gdc, Artificial Intelligence, Clark Gibson, John O'Brien, 2001
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Postmortem: Gastronaut Studios' Small Arms (Jacob Van Wingen, Don Wurster, Gastronaut) The creators of Xbox 360 Live Arcade stand-out title Small Arms, previous veterans of XBLA from their work with Fuzzee Fever on the original Xbox Live Arcade, talk about what went right and what wrong during the development of the frenetic multiplayer shooter, giving plenty of insight... Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Jacob Van Wingen, Don Wurster,...
Sequels and reboots in Hollywood have now become more common in gaming. In this "vision track" keynote, the creator and producer of the new Battlestar Galactica TV series discusses how he developed and adapted the existing story behind a large franchise into a new series. Speaker: Ronald Moore Topics: gdc, Ronald Moore, Battlestar Galactica, 2006, keynote
This presentation discusses approximately fifteen guidelines to be followed by developers so that their games will sell successfully. The more closely these guidelines are followed, the better the chance of the game's success. Speaker: Bruce Shelley Topics: gdc, Bruce Shelley, game design, 2001
This is a collection of gameplay videos from a selection of 1996-era computer and console games, including Super Mario 64, Virtua Fighter, Civilization II, Quake, You Don't Know Jack, Wing Commander III, and many others. In some cases, the same footage loops or different sequences of similar footage is shown in various configurations. While it is not clear what the purpose of the tape was, it was likely to be an editing scratch tape (to test out editing sequences or image quality) or might have... Topics: GDC, GDC Extras, Sizzle Tape
"Project Bar-B-Q" is a conference to create a body of information that represents to the audio/computer community as represented by MMA, the IA-SIG, and the AES. The opinions, and, to the extent possible, consensus of the BBQ Group regarding the topic: "What do you want to see in hardware and software for music on computers in the next 5 years?" are presented. The conference was held in October 1996 and this lecture explores the findings with the community at CGDC. Intended... Topics: GDC, music, soundcard, Project Bar-B-Q, Team FAT, George Alistair Sanger, 1997, Fatman
Somewhere between high-level game concepts and low-level coding lies a region of design that's really at the core of the interactive medium. In this part of the forest we find that casual relationships, feedback cycles, information propagation, and emergence mechanisms reign supreme. This is what I call dynamics, the rules and principles that govern the way in which structures change through time. A new language emerging here, and we are just now getting to the point where we can really use it... Topics: GDC, game development, Will Wright, 2003
"Sizzle" tape (collection of logos and television news recordings) of the 14th annual Game Developers Conference. Likely created to show to prospective vendors and exhibitors examples of the far-reaching influence of GDC with regards to exposure and brand recognition. People and events appearing in this tape include: General walking around shots, Dara Gray Tinefield, Adam Sessler of ZD-TV, Scott Budman of News Channel 11, Bill Gates of Microsoft, David Louie of ABC San-Jose, Trent... Topics: GDC, Game Developers Conference
Focusing on the new creative, technical, and business opportunities provided by the arrival of PlayStation 3, the keynote will share Sony Computer Entertainment's innovative plans for the format and will provide a look at how new technology and new business models will help fuel the growth of the computer entertainment industry by attracting new consumers. SCE is recognized as the global leader of the video game business with over 200 million hardware units and billions of software units sold... Topics: gdc, Playstation 3, Phil Harrison, 2006
Recorded before the start of Warren Spector's game design keynote at GDC 2003, this collection of crowd shots and pans across the auditorium show the attendees, layout, and size of attendance at GDC events for 2003. The video recording is direct from Betacam SP tape, and has been left otherwise untouched as an AVI to allow for other users and editing with minimal recompression. At the end of this footage, GDC board member Mark Cerny stands working out a sound issue, which was later resolved... Topics: GDC, GDC Extras, Cerny, Spector, Crowds, Conference
This lecture describes how to perform object to world collision detection and resolution using Binary Space Partitioning (BSP) trees in a 3D videogame. Speaker: Stan Melax Topics: gdc, Stan Melax, BSP, Collision, MDK2, 2001
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Our Journey From Narbacular Drop To Portal (Kim Swift, Valve) In this lecture, the team which made IGF Student Showcase winner Narbacular Drop talk about the making of the innovative title, tips for student developers, how the entire team got picked up by Valve to make Portal using the Source Engine, and exactly how they've transitioned from student indie creators to continued...
This keynote discusses specific approaches to crowd animation, creature setups, digital doubles, Ents, the specific challenges involved in bringing Gollum to the screen, and how the concept of 'creature iteration' informed the development of one of the world's largest digital visual effects infrastructures. Speaker: Jon Labrie Topics: gdc, Jon Labrie, character design, keynote, 2003
From the introduction of the original The Legend of Zelda in 1986 to the graphic design of 2002's cel-shaded The Legend Of Zelda: The Wind Waker, The Legend of Zelda series has undergone many significant changes over the years. Some modifications were accelerated by technological improvements and others stemmed from the desire to adjust theme or graphic representation. Eiji adresses the challenges faced by Nintendo's development team while creating The Legend of Zelda: Ocarina of Time, The... Topics: The Legend of Zelda, Zelda, Eiji Aonuma, GDC, 2004
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Physics Games Go Indie (Matthew Wegner, Flashbang Studios) Wegner, who is both an indie developer and runs the physics game blog Fun-Motion, explains why real-time physics are such a big part of many innovative independent games, with demonstrations and practical tips for developers wanting to use physics to make their games stand out. Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Matthew Wegner, Flashbang...
With each advent of next generation console technologies, the death knell sounds for the PC. Is the PC really dead? Have all the PC dead? Have all the PC developers gone console? Come hear industry leaders debate the merits of developing for consoles vs. PCs and what the future holds. Speaker: Trip Hawkins Panelists: Kelly Flock, Ed Fries, Bing Gordon, Phil Harrison, Demis Hassabis, Jason Rubin, Bruce Shelley Topics: gdc: Trip Hawkins, Kelly Flock, Ed Fries, Bing Gordon, Phil Harrison, Demis Hassabis, Jason Rubin,...
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: The Casual Cash Cow? (Eric Zimmerman, Gamelab) The Gamelab co-founder (Diner Dash) talks about how the indie aesthetic/mentality interacts with the casual market (and vice versa), in the best talk on casual games outside of the Casual Games Summit, talking about some of the things that helped Gamelab stay focused and alive in the casual and indie games market, such as... Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Eric Zimmerman, Gamelab, Diner...